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Advanced interactive environments?

I've been looking at some Borderlands 2 PhysX videos. When someone is shot even the blood is a simulated liquid. What other games react to player input in a realistic manner? I don't mean minor stuff like the cloth of Mirror's Edge or the smoke in Clear Sky. Those are nice effects which add a lot to the atmosphere. But I'm looking for more complex interaction, on a larger scale.

Off the top of my head:

- Crysis
- Cryostasis
- the Red Faction series
- the Bad Company games
- The Force Unleashed
- Stranglehold
- Mafia 2
- Far Cry 2
- modern Relic games and World in Conflict
- From Dust

Many game worlds are just static, non-interactive shells. Software like PhysX and Digital Molecular Matter is free (the latter is even supported by AMD). Havok have their own cloth, liquid and destruction models yet almost nobody uses them.
One of the reasons I was looking forward to Larrabee was the massive potential for advanced physics simulation. Take a look at this Project Offset demo - the way the particles react to wind and impacts is still cutting edge.

Many game worlds are just static, non-interactive shells. Software like PhysX and Digital Molecular Matter is free (the latter is even supported by AMD). Havok have their own cloth, liquid and destruction models yet almost nobody uses them.
One of the reasons I was looking forward to Larrabee was the massive potential for advanced physics simulation. Take a look at this Project Offset demo - the way the particles react to wind and impacts is still cutting edge.

Because, frankly, they are still too demanding / challenging to implement without hogging up all your CPU resources. Why do you think cloth / DMM / liquids are used so sparingly? It took a while for hardware and multi-threaded programming to get to the point where we can even have realistic rigid body physics, so it will take some time before we reach a similar point with more advanced computations like liquids or soft-body mechanics. We're definitely on the path there, just gotta sit tight and wait as it becomes more widespread :)

EDIT: just watched the offset demo. Looks cool, but that's kind of the point - it was probably ran on top-notch hardware, and focused on a fairly small area with no gameplay, AI, player interaction etc. Could be a nice occasional set piece, but you can't really build a whole huge level like that without sacrificing AI, graphics, gameplay, audio etc. At least not without insane minimum specs.

Because, frankly, they are still too demanding / challenging to implement without hogging up all your CPU resources. Why do you think cloth / DMM / liquids are used so sparingly? It took a while for hardware and multi-threaded programming to get to the point where we can even have realistic rigid body physics, so it will take some time before we reach a similar point with more advanced computations like liquids or soft-body mechanics. We're definitely on the path there, just gotta sit tight and wait as it becomes more widespread :)

EDIT: just watched the offset demo. Looks cool, but that's kind of the point - it was probably ran on top-notch hardware, and focused on a fairly small area with no gameplay, AI, player interaction etc. Could be a nice occasional set piece, but you can't really build a whole huge level like that without sacrificing AI, graphics, gameplay, audio etc. At least not without insane minimum specs.

I don't think it's the huge hurdle it used to be, otherwise you would be pointing out that Battlefield 3 and Bad Company 2 run like crap :)